Posts for primorial_soup

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Post subject: Pokémon R/B "catch 'em all"
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
After Tilus' initial Pokémon Blue run, the idea was discussed briefly as to whether doing a run which captures all 151 pokémon as fast as possible would be worthwhile to do / entertaining to watch. I think it would, and so I've decided to give it a shot. The current WIP has progress through the first gym, but this early on, it doesn't deviate from a normal speedrun. One thing to notice is the extreme lack of critical hits; 8 less than my original Mew run which used Squirtle. I also discovered that I could save around 30 frames by letting Brock's Onix use Bide instead of missing Screech twice. Overall, this short section is 755 frames faster. About the run. I've decided to use Pokémon Blue for this run, mainly because the Red-only pokémon are more convenient to glitch. I've also chosen Squirtle as a starter, because this will allow me to glitch a Golem from the Rival encounter in Poké Tower, which seems to be the best place to do it. The name I've chosen is CDDEV?z, which is not as random as it looks. DD will produce a L131 Mewtwo, EV a L132 Alakazam, and ?z a L230 Oddish. Choosing the correct levels was very important, because I'll need to use encounters with them to trigger other pokémon. L131 Mewtwo DV:7; Spc:426; => Porygon DV:9; Spc:432; => Charmander L132 Alakazam DV:0; Spc:361; => Vaporeon DV:1; Spc:364; => Ekans DV:8; Spc:382; => Machamp L230 Oddish DV:2; Spc:359; => Flareon DV:7; Spc:382; => Machamp DV:C; Spc:409; => Bulbasaur I had originally planned on using Charmander and Bulbasaur, but the problem is that you can only feed one rare candy to a pokémon over level 100, so they would only evolve once. All other pokémon will either be caught naturally, evolved, traded for, or obtained by using the normal trainer glitch. Exception to this are Moltres and Articuno, for which I'll need to use the Diddo glitch. I plan to use a L35 Dewgong and a L40 Rapidash, as both would work for either. It's difficult to say how long the run will be, but because most of the game will be skipped, I would estimate somewhere in the two hour time frame. To finish the run, I'll be visiting the designer in Celedon Mansion to receive the diploma. I'm not sure what it does, or what it looks like, but it seems like the proper thing to do because you can only get it after collecting all 150 pokémon (Mew is not necessary for this, but I'll be catching one anyway ;). Where the run is going from here: Finish the gauntlet of trainers on route 3. Catch as Spearow and a Jigglypuff as I walk around the avoidable Lass. Save at the Poké Center outside Mt. Moon. Buy the Magikarp while I'm there (probably faster than fishing?). Glitch Gyarados and Gengar in Mt. Moon. Finish the Nugget Bridge Gauntlet. Catch an Abra. Glitch a Mew. Use Misty to glitch a Missingno. and 128 Rare Candies. ...etc. Comments, ideas, and general feedback would be appreciated :)
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
mike wrote:
how can i do to dowload pokemon or some game???
Ideally, you would download the rom image from an actual cartridge. Many people have already done this.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Post subject: Re: Possible stolen video at Google videos
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
Bisqwit wrote:
I received this e-mail. The video in question is Genisto's Arkanoid movie, and it indeed lacks the proper labeling.
Not only does it lack proper labeling, but the site 'plastered all over it' is very not work appropriate. EDIT:
graviteh wrote:
no one watches video responses
I would have to disagree. In fact, one of the best ways to get your videos known is to post a video reply to a popular video.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
I just had a great idea. For every video posted on YouTube, users have the ability to post a 'Video Response.' The idea had been tossed around a few months ago to make a short introductory video about TASing... I think now may be the time. EDIT: So here's my idea for the video. It needs to be interesting and entertaining, or nobody is going to watch it. So we compose a 30-60 second voice-over explaining what TAS videos are, how they're made, and the purpose for making them. Basically, a concise version of the HowAndWhy page. During this time, we show 5-10 second clips from some of the more popular videos, showing their most impressive moments; the first battle ship from Super Mario Bros. 3 comes to mind as an example. I'm not quite sure how to finish it... maybe with the tasvideos logo and the site URL.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
YouTube User Policy wrote:
You shall be solely responsible for your own User Submissions and the consequences of posting or publishing them. In connection with User Submissions, you affirm, represent, and/or warrant that: (i) you own or have the necessary licenses, rights, consents, and permissions to use and authorize YouTube to use all patent, trademark, trade secret, copyright or other proprietary rights in and to any and all User Submissions to enable inclusion and use of the User Submissions in the manner contemplated by the Website and these Terms of Service;
I think it's fairly safe to say that this user does not have the "necessary licenses, rights, consents, and permissions" to use this content.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
The game is rather fast paced. A lot of times enemies just go 'poof', and it's hard to tell how they died, although I am using the shadows quite a bit. Enemies appear at random intervals. Were someone to do a real-time speed run, stopping now and then, the screen would fill up with enemies rather quickly. However, bolting through each stage as I'm doing, not many spawn. In stage 2, I actually manipulated more enemies to appear, although it may not seem like it. I also play around with death a little bit, coming uncomfortably close to some enemies only to kill them effortlessly afterwards. But once again, this happens so fast that it's hard to see what's actually going on. In stage 3, I plan to showcase the shurikens, as I haven't really used them all that much.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
Stage two is completed. Even though I kill the boss in two less hits than my test run, it doesn't save any time at all. The boss alternates between doing three charge passes, and then crawling on the wall. I kill him just after he starts his second pass, but he doesn't die until after finishing that pass. I don't think it's possible to kill him in just one pass, so this is likely optimal. Now I get to play around with manipulating the explosions again... which should be fun. The new WIP, in the same place as usual.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
RapidShare wrote:
vbmeditgui.7z Diese Datei wurde gelöscht. Grund: Seit längerer Zeit kein Download mehr. Inaktivitäts-Timeout überschritten.
I don't suppse you'd mind uploading these again? Somehow I don't have it anymore...
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
After a lot of experimentation with the first boss battle, I think I've determined the optimal strategy, which involves jumping and attacking with both the main character and the shadow. My main concern was minimizing 'dead time' (i.e. time when the boss isn't being damaged). For a while I thought the minimum was 13 frames, but I found that by moving slightly left and right, I could bring it down to 12. I defeat the boss in just four passes, saving 350 frames over my last strategy. I hadn't expected to save so much time actually, but it seems that the main character does more damage than the shadows, which makes sense I suppose. The new WIP; not only faster, but quite a bit more entertaining as well.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
Atma wrote:
KDR_11k wrote:
The 1/256 thing applied to only one attack.
I believe it applied to all attacks that 'never miss' actually. Mainly swift, but you know.
In RBY, it applied to all attacks which target the opponent (both damage and stat modifiers). Many suspect that this was a programming oversight. Moves which affect only the user are true 100%. This error was fixed in GSC, which I assume means that it is also fixed in RSE.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
mark wrote:
im gunna start to do a speed run of pokemon r in two days... or so.. for the days leading up to it il be testing stuff and trying to find best routes.. wish good luck on me hehe
I think the best routes have already been hashed out... at least up to fuschia. After that point it really depends on which pokémon you went with, and what their strengths are. If you haven't already done so, you might consider watching the previous three runs: Pokémon Red - Gyarados Run Pokémon Red - Mew Run Pokémon Blue - Blastoise Run Additionally, I would recommend reading the comments and discussion threads for each of these, as well as the Pokémon Tricks page.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
Awesome job. I literally jumped out of my seat when I saw you two hit that Koffing. "He should have used Mud-Slap!" (/me shakes his fist in the air for effect.) Then I paused the movie and read your notes ;) I'm not as familiar with G/S as I am with the older versions, but I doubt this could be beat without a massive change of tactics. Two thumbs up!
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
thegreginator wrote:
I realize this is a little late, but I came across some things that I think could be improved in this run. These are some pretty small details, but TAS is about striving for perfection. The idea to name your pokemon "-" to save time was a great idea. I am wondering why you didnt use this tactic in naming your character and your rival. For your character, I understand that you want to leave your signature, but speed should be a first priority. Your name comes up quite often in this game, and I think a significant amount of time would be made up if you named yourself "-" or even "P." For your rival, I know it costs more time to go to "other" and type something in, but this is easily made up in the many battles with your rival. Your rival's name appears many times in the game (every time he switches pokemon during a battle), and by saving 3 letters from having to be typed out you could save a lot of time.
I do realize that this would have saved time. To address your comment, I decided to do a brief analysis to determine exactly how much. Naming hero 'ASH' / rival 'Gary': 42 frames Naming hero / rival '-': 131 frames Naming hero 'PRIMO': 154 frames Occurances of hero's name: 226 Occurances of rival's name: 77 Conclusions: Choosing the hero name 'ASH' would have saved 564 frames, whereas '-' would have saved 927. Choosing the rival name '-' would have saved 142 more. In total, about 18 seconds could be saved in a run 102 minutes long; roughly 0.29% faster. I really don't like the idea of a nameless hero, though. In shorter runs with lots of competition, this may be a necessity. But in longer runs, I think it gives them a very impersonal feel.
thegreginator wrote:
Another thing about saving text scrolling time: at the beginning of the game, you use Dragon Rage with Gyarados on almost every opponent for a long while. If you use select, you can put Dragon Rage at the top of your move list, which prevents you from having to scroll down to Dragon Rage every time you want to use it. I'm sure there are other situations where using select on the move list could be helpful.
While it's true that I depend on Dragon Rage a lot towards the beginning, it is only used as an openning attack four times. However, I decided to calculate this as well. Currently, I use 706 frames switching between attacks throughout the entire run. By switching Bite and Dragon Rage at the first available moment, time spent is only 646 frames, including the 12 frames to switch the attacks. However, most of the time saved is from the end of the run, when I switch between Ice Beam and Strength rather frequently. In order to do this analysis, one needs to know the order of attacks for the entire run, which I didn't know while I was making it. Considering that switching attacks is so quick, I wouldn't be surprised if one could save around 200 frames by switching multiple times throughout the run. Finding the optimal solution seems like a great problem for linear modelling.
thegreginator wrote:
Sorry for being really picky, but these things kind of bothered me throughout the run. I realize these differences are small, but it's at least something to think about for future runners. Other than that, I thought the run was awesome, one of my favorite on the site. Great work!
I appreciate the feedback, and I'm glad that you enjoyed the run :)
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
Cygnus wrote:
Now I don't know what to do. The only way to delete the file is to have Pokemon Stadium, so it's not like everyone can do it. It's kind of an unfair advantage for an extra 40 seconds cut off. The rule could be that you have to start the speedrun with a saved game, but that kind of seems weird.
One could also start a speedrun from a brand new cartridge. Should a rule also be inforced that new cartridges are not allowed?
Cygnus wrote:
It could also be that the speedrun is timed manually so you could put in your name and not be penalized. The ingame clock works great, though, so that seems like a shame and a hassle. The rule that you have to start the speedrun with a saved game seems like the most practical solution, but it not great either way. I hope that makes sense.
I had actually planned on doing a real-time speedrun this summer, following closely after my Mew run. Because of the in-game timer, I figured I would be able to use a Super Gameboy to record, instead of the GCN Gameboy Player addon, despite the slight timing difference (which actually puts me at a disadvantage). I also have Pokémon Stadium, so this decision is definitely of high interest to me.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
I did a quick real-time "speedrun" through the opening text. From after the intro screen, to the moment the timer actually starts was just over 42 seconds. I even took time to enter a name. Individual mileage may vary. But at any rate, it's still a good hunk of time for doing absolutely nothing.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
Cygnus wrote:
Really? On my Pokemon Red cart, I just left the game on for about 10 minutes on the opening text. When I came back to the game and got control of my character for the first time, the clock read 11 minutes. Is there a difference in the versions?
Quite interesting. If there is no saved game at all, the timer doesn't start until you gain control of your character. However, if you do have one, the timer starts right after the intro scene. This means a couple of things: 1) every time you save and reload, it adds about 3 seconds to your time, and 2) in a real-time speedrun, one could save 45-50 seconds by first using Pokémon Stadium to delete the cartridge save state.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
I haven't had a lot of time as of late. I'm currently redoing the first boss battle though. I expect to save a few hundred frames or so. I'll post an update once I've finished :)
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
FractalFusion wrote:
It really doesn't matter. If it really mattered, you wouldn't name your trainer "Primo".
A good artist always signs their work, am I right? ;) But you're right, renaming the main character doesn't really matter, at least as far as the game timer is concerned. It doesn't start until you gain control for the first time. I also chose to name my rival Gary instead of the three frame faster option, Blue, also for aesthetic reasons. Warp does make a valid point though; people who are not highly familiar with the game could be confused by the text. I'll keep this in mind when doing future runs of other games.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
I really had two choices that I considered: one being 'A' and the other '-'. Anything else would need the cursor to be moved out of the way. I chose '-', because I thought it was more original than 'A', although until you know how the character is named, the text may be a little confusing.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Post subject: Re: A solution to the "name problem"
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Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
Warp wrote:
If such a bot would be possible, rest assured that it would have already been done. However, it isn't.
"Everything that can be invented, has been invented." -Charles H. Duell, Commissioner, U.S. patent office, 1899
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
Sin City is a good pick as well.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
I've recently located the in-game timer. It seems that the displayed time is calculated after the hall of fame credits, so depositing the other two pokémon before the elite four was the best choice in both regards. In case anyone is interested, at the moment the time was displayed, the in-game timer was at 1:41:08.6
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
Was this movie not accepted in favor of the faster uses warps run?
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Post subject: Re: A solution to the "name problem"
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
upthorn wrote:
The fact that interesting runs will sometimes get obsoleted by faster, equally interesting runs does NOT prove that speed is more highly valued. Especially when there are multiple (as in more than one) cases where a fast, but boring movie has been obsoleted by a slower one.
Although this statement is accurate, it's also very misleading. As far as I can tell, a faster movie has only been obsoleted by a slower movie on four occasions: Excitebike: A "one track" movie was obsoleted by an "all tracks" movie. Solomon's Key: An "any ending" movie was obsoleted by a "best ending" movie. Snake Rattle, 'n Roll: A "warpless" run obsoleted two runs, both the existing "warpless" and "uses warps" run. This makes sense, considering the previous author stated in his comments that most of the interesting levels had been skipped. Battletoads: A two-player "warpless" run obsoleted a two-player "uses warps" run. At the time, there was already a one-player "uses warps" run that was 2 minutes faster than the two-player. Here's the important part: never has a movie been obsoleted by a slower movie with the exact same goals. Entertainment is valued, certainly. It is my personal opinion that much of the entertainment that comes from watching a TAS is to see the creative solutions the author used to increase speed, and also from precision of movement.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
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It seems the topic on m2k2 has had some positive results: http://speeddemosarchive.com/TAS.html A few things are worded a little questionably, but I think it's a good start.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
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